コード例 #1
0
ファイル: DGRP3DMesh.cs プロジェクト: terrynoya/FreeSO
        /// <summary>
        /// Create a DGRPMesh from a .OBJ file.
        /// </summary>
        public DGRP3DMesh(DGRP dgrp, OBJ source, GraphicsDevice gd)
        {
            Bounds = source.Vertices.Count > 0?BoundingBox.CreateFromPoints(source.Vertices):new BoundingBox();
            Geoms  = new List <Dictionary <Texture2D, DGRP3DGeometry> >();
            if (dgrp == null)
            {
                return;
            }
            Name = dgrp.ChunkParent.Filename.Replace('.', '_').Replace("spf", "iff") + "_" + dgrp.ChunkID;

            foreach (var obj in source.FacesByObjgroup.OrderBy(x => x.Key))
            {
                if (obj.Key == "_default")
                {
                    continue;
                }
                var split = obj.Key.Split('_');
                //0: dynsprite id, 1: SPR or custom, 2: rotation, 3: index
                var id = int.Parse(split[0]);
                while (Geoms.Count <= id)
                {
                    Geoms.Add(new Dictionary <Texture2D, DGRP3DGeometry>());
                }
                var dict = Geoms[id];
                var geom = new DGRP3DGeometry(split, source, obj.Value, dgrp, gd);
                dict[geom.Pixel] = geom;
            }
        }
コード例 #2
0
ファイル: DGRP3DMesh.cs プロジェクト: kevinmel2000/FreeSO
        public DGRP3DMesh(DGRP dgrp, Stream source, GraphicsDevice gd)
        {
            using (var cstream = new GZipStream(source, CompressionMode.Decompress))
            {
                using (var io = IoBuffer.FromStream(cstream, ByteOrder.LITTLE_ENDIAN))
                {
                    var fsom = io.ReadCString(4);
                    Version            = io.ReadInt32();
                    ReconstructVersion = io.ReadInt32();
                    Name = io.ReadPascalString();

                    var geomCount = io.ReadInt32();
                    Geoms = new List <Dictionary <Texture2D, DGRP3DGeometry> >();
                    for (int i = 0; i < geomCount; i++)
                    {
                        var d        = new Dictionary <Texture2D, DGRP3DGeometry>();
                        var subCount = io.ReadInt32();
                        for (int j = 0; j < subCount; j++)
                        {
                            var geom = new DGRP3DGeometry(io, dgrp, gd);
                            d.Add(geom.Pixel, geom);
                        }
                        Geoms.Add(d);
                    }

                    var x  = io.ReadFloat();
                    var y  = io.ReadFloat();
                    var z  = io.ReadFloat();
                    var x2 = io.ReadFloat();
                    var y2 = io.ReadFloat();
                    var z2 = io.ReadFloat();
                    Bounds = new BoundingBox(new Vector3(x, y, z), new Vector3(x2, y2, z2));
                }
            }
        }
コード例 #3
0
        /// <summary>
        /// Create a DGRPMesh from a .OBJ file.
        /// </summary>
        public DGRP3DMesh(DGRP dgrp, OBJ source, GraphicsDevice gd)
        {
            Bounds = source.Vertices.Count > 0?BoundingBox.CreateFromPoints(source.Vertices):new BoundingBox();
            Geoms  = new List <Dictionary <Texture2D, DGRP3DGeometry> >();
            if (dgrp == null)
            {
                return;
            }
            Name = dgrp.ChunkParent.Filename.Replace('.', '_').Replace("spf", "iff") + "_" + dgrp.ChunkID;

            foreach (var obj in source.FacesByObjgroup.OrderBy(x => x.Key))
            {
                if (obj.Key == "_default")
                {
                    continue;
                }
                var split = obj.Key.Split('_');
                if (split[0] == "DEPTH")
                {
                    DepthMask = new DGRP3DGeometry(split, source, obj.Value, dgrp, gd);
                    if (split.Length > 2 && split[2] == "PORTAL")
                    {
                        MaskType = DGRP3DMaskType.Portal;

                        var verts = new List <Vector3>();
                        var objs  = source.FacesByObjgroup.Where(x => !x.Key.StartsWith("DEPTH_MASK_PORTAL")).Select(x => x.Value);
                        foreach (var obj2 in objs)
                        {
                            foreach (var tri in obj2)
                            {
                                verts.Add(source.Vertices[tri[0] - 1]);
                            }
                        }

                        Bounds = BoundingBox.CreateFromPoints(verts);
                    }
                    else
                    {
                        MaskType = DGRP3DMaskType.Normal;
                    }
                }
                else
                {
                    //0: dynsprite id, 1: SPR or custom, 2: rotation, 3: index
                    var id = int.Parse(split[0]);
                    while (Geoms.Count <= id)
                    {
                        Geoms.Add(new Dictionary <Texture2D, DGRP3DGeometry>());
                    }
                    var dict = Geoms[id];
                    var geom = new DGRP3DGeometry(split, source, obj.Value, dgrp, gd);
                    dict[geom.Pixel] = geom;
                }
            }
        }
コード例 #4
0
        public DGRP3DMesh(DGRP dgrp, Stream source, GraphicsDevice gd)
        {
            using (var cstream = new GZipStream(source, CompressionMode.Decompress))
            {
                using (var io = IoBuffer.FromStream(cstream, ByteOrder.LITTLE_ENDIAN))
                {
                    var fsom = io.ReadCString(4);
                    Version            = io.ReadInt32();
                    ReconstructVersion = io.ReadInt32();
                    if (ReconstructVersion != 0 && ReconstructVersion < CURRENT_RECONSTRUCT)
                    {
                        throw new Exception("Reconstruction outdated, must be rerun!");
                    }
                    Name = io.ReadPascalString();

                    var geomCount = io.ReadInt32();
                    Geoms = new List <Dictionary <Texture2D, DGRP3DGeometry> >();
                    for (int i = 0; i < geomCount; i++)
                    {
                        var d        = new Dictionary <Texture2D, DGRP3DGeometry>();
                        var subCount = io.ReadInt32();
                        for (int j = 0; j < subCount; j++)
                        {
                            var geom = new DGRP3DGeometry(io, dgrp, gd, Version);
                            if (geom.Pixel == null && geom.PrimCount > 0)
                            {
                                throw new Exception("Invalid Mesh! (old format)");
                            }
                            d.Add(geom.Pixel, geom);
                        }
                        Geoms.Add(d);
                    }

                    if (Version > 2)
                    {
                        MaskType = (DGRP3DMaskType)io.ReadInt32();
                        if (MaskType > DGRP3DMaskType.None)
                        {
                            DepthMask = new DGRP3DGeometry(io, dgrp, gd, Version);
                        }
                    }

                    var x  = io.ReadFloat();
                    var y  = io.ReadFloat();
                    var z  = io.ReadFloat();
                    var x2 = io.ReadFloat();
                    var y2 = io.ReadFloat();
                    var z2 = io.ReadFloat();
                    Bounds = new BoundingBox(new Vector3(x, y, z), new Vector3(x2, y2, z2));
                }
            }
        }
コード例 #5
0
        public DGRP3DMesh(DGRP dgrp, OBJD obj, GraphicsDevice gd, string saveDirectory)
        {
            ReconstructVersion = CURRENT_RECONSTRUCT;
            SaveDirectory      = saveDirectory;
            Geoms = new List <Dictionary <Texture2D, DGRP3DGeometry> >();
            if (dgrp == null)
            {
                return;
            }
            Name = obj.ChunkParent.Filename.Replace('.', '_') + "_" + dgrp.ChunkID;
            var lower  = obj.ChunkParent.Filename.ToLowerInvariant();
            var config = obj.ChunkParent.List <FSOR>()?.FirstOrDefault()?.Params;

            if (config == null)
            {
                if (!ParamsByIff.TryGetValue(lower, out config))
                {
                    config = DefaultParams;
                }
            }
            if (!config.InRange(dgrp.ChunkID))
            {
                config = DefaultParams;
            }

            int totalSpr = 0;

            for (uint rotation = 0; rotation < 4; rotation++)
            {
                if (config.DoorFix)
                {
                    if ((obj.SubIndex & 0xFF) == 1)
                    {
                        if ((rotation + 1) % 4 > 1)
                        {
                            continue;
                        }
                    }
                    else
                    {
                        if ((rotation + 1) % 4 < 2)
                        {
                            continue;
                        }
                    }
                }
                else if (!config.Rotations[rotation])
                {
                    continue;
                }
                var img = dgrp.GetImage(1, 3, rotation);

                var zOff = (config.BlenderTweak) ? -57.5f : -55f;

                var mat = Matrix.CreateTranslation(new Vector3(-72, -344, zOff));
                mat *= Matrix.CreateScale((1f / (128)) * 1.43f);//1.4142135623730f);
                mat *= Matrix.CreateScale(1, -1, 1);

                mat *= Matrix.CreateRotationX((float)Math.PI / -6);
                mat *= Matrix.CreateRotationY(((float)Math.PI / 4) * (1 + rotation * 2));

                var factor = (config.BlenderTweak) ? 0.40f : 0.39f;

                int curSpr = 0;
                foreach (var sprite in img.Sprites)
                {
                    var sprMat = mat * Matrix.CreateTranslation(new Vector3(sprite.ObjectOffset.X, sprite.ObjectOffset.Z, sprite.ObjectOffset.Y) * new Vector3(1f / 16f, 1f / 5f, 1f / 16f));
                    var inv    = Matrix.Invert(sprMat);
                    var tex    = sprite.GetTexture(gd);

                    if (tex == null)
                    {
                        curSpr++;
                        continue;
                    }
                    var isDynamic = sprite.SpriteID >= obj.DynamicSpriteBaseId && sprite.SpriteID < (obj.DynamicSpriteBaseId + obj.NumDynamicSprites);
                    var dynid     = (isDynamic) ? (int)(1 + sprite.SpriteID - obj.DynamicSpriteBaseId) : 0;

                    while (Geoms.Count <= dynid)
                    {
                        Geoms.Add(new Dictionary <Texture2D, DGRP3DGeometry>());
                    }

                    DGRP3DGeometry geom = null;
                    if (!Geoms[dynid].TryGetValue(tex, out geom))
                    {
                        geom = new DGRP3DGeometry()
                        {
                            Pixel = tex
                        };
                        Geoms[dynid][geom.Pixel] = geom;
                    }
                    geom.PixelDir = (ushort)rotation;
                    geom.PixelSPR = (ushort)(curSpr++);
                    totalSpr++;

                    var depthB = sprite.GetDepth();

                    var     useDequantize  = false;
                    float[] depth          = null;
                    int     iterations     = 125;
                    int     triDivisor     = 100;
                    float   aggressiveness = 3.5f;
                    if (useDequantize)
                    {
                        var dtex = new Texture2D(gd, ((TextureInfo)tex.Tag).Size.X, ((TextureInfo)tex.Tag).Size.Y, false, SurfaceFormat.Color);
                        dtex.SetData(depthB.Select(x => new Color(x, x, x, x)).ToArray());
                        depth = DepthTreatment.DequantizeDepth(gd, dtex);
                        dtex.Dispose();

                        iterations     = 500;
                        aggressiveness = 2.5f;
                        MaxAllowedSq   = 0.05f * 0.05f;
                    }
                    else if (depthB != null)
                    {
                        depth          = depthB.Select(x => x / 255f).ToArray();
                        iterations     = 125;
                        aggressiveness = 3.5f;
                    }

                    if (depth == null)
                    {
                        continue;
                    }

                    QueueWork(() =>
                    {
                        var boundPts = new List <Vector3>();
                        //begin async part
                        var w = ((TextureInfo)tex.Tag).Size.X;
                        var h = ((TextureInfo)tex.Tag).Size.Y;

                        var pos     = sprite.SpriteOffset + new Vector2(72, 348 - h);
                        var tl      = Vector3.Transform(new Vector3(pos, 0), sprMat);
                        var tr      = Vector3.Transform(new Vector3(pos + new Vector2(w, 0), 0), sprMat);
                        var bl      = Vector3.Transform(new Vector3(pos + new Vector2(0, h), 0), sprMat);
                        var tlFront = Vector3.Transform(new Vector3(pos, 110.851251f), sprMat);

                        var xInc    = (tr - tl) / w;
                        var yInc    = (bl - tl) / h;
                        var dFactor = (tlFront - tl) / (factor);

                        if (sprite.Flip)
                        {
                            tl    = tr;
                            xInc *= -1;
                        }

                        var dict    = new Dictionary <int, int>();
                        var verts   = new List <VertexPositionTexture>();
                        var indices = new List <int>();

                        var lastPt = new Vector3();
                        var i      = 0;
                        var verti  = 0;
                        for (int y = 0; y < h; y++)
                        {
                            if (y > 0)
                            {
                                boundPts.Add(lastPt);
                            }
                            bool first = true;
                            var vpos   = tl;
                            for (int x = 0; x < w; x++)
                            {
                                var d = depth[i++];
                                if (d < 0.999f)
                                {
                                    lastPt = vpos + (1f - d) * dFactor;
                                    if (first)
                                    {
                                        boundPts.Add(lastPt); first = false;
                                    }
                                    var vert = new VertexPositionTexture(lastPt, new Vector2((float)x / w, (float)y / h));
                                    verts.Add(vert);
                                    dict.Add(y * w + x, verti++);
                                }
                                vpos += xInc;
                            }
                            tl += yInc;
                        }

                        for (int y = 0; y < h - 1; y++)
                        {
                            for (int x = 0; x < w - 1; x++)
                            {
                                //try make a triangle or two
                                var quad = new int?[] {
                                    QuickTryGet(dict, x + y * w),
                                    QuickTryGet(dict, x + 1 + y * w),
                                    QuickTryGet(dict, x + 1 + (y + 1) * w),
                                    QuickTryGet(dict, x + (y + 1) * w)
                                };
                                var total = quad.Sum(v => (v == null) ? 0 : 1);
                                if (total == 4)
                                {
                                    var d1 = Vector3.DistanceSquared(verts[quad[0].Value].Position, verts[quad[2].Value].Position);
                                    var d2 = Vector3.DistanceSquared(verts[quad[1].Value].Position, verts[quad[3].Value].Position);

                                    if (d1 > MaxAllowedSq || d2 > MaxAllowedSq)
                                    {
                                        continue;
                                    }

                                    indices.Add(quad[0].Value);
                                    indices.Add(quad[1].Value);
                                    indices.Add(quad[2].Value);

                                    indices.Add(quad[0].Value);
                                    indices.Add(quad[2].Value);
                                    indices.Add(quad[3].Value);
                                }
                                else if (total == 3)
                                {
                                    //clockwise anyways. we can only make one
                                    int?last  = null;
                                    int?first = null;
                                    bool exit = false;
                                    foreach (var v in quad)
                                    {
                                        if (v != null)
                                        {
                                            if (last != null && Vector3.DistanceSquared(verts[last.Value].Position, verts[v.Value].Position) > MaxAllowedSq)
                                            {
                                                exit = true;
                                                break;
                                            }
                                            last = v.Value;
                                            if (first == null)
                                            {
                                                first = last;
                                            }
                                        }
                                    }

                                    if (!exit && Vector3.DistanceSquared(verts[last.Value].Position, verts[first.Value].Position) > MaxAllowedSq)
                                    {
                                        exit = true;
                                    }
                                    if (exit)
                                    {
                                        continue;
                                    }

                                    foreach (var v in quad)
                                    {
                                        if (v != null)
                                        {
                                            indices.Add(v.Value);
                                        }
                                    }
                                }
                            }
                        }

                        if (config.CounterFix)
                        {
                            //x axis extrapolation
                            //clip: -0.4 to 0.4

                            //identify vertices very close to clipping range(border)
                            //! for each vertex outwith clipping range
                            //- idendify closest border pixel bp in image space
                            //- result.zy = bp.zy
                            //- result.x = (resultIMAGE.x - bpIMAGE.x) / 64;
                            //- clip x to -0.5, 0.5f.

                            var clip     = 0.4;
                            var bWidth   = 0.02;
                            var border1  = new List <Tuple <Vector2, Vector3> >();
                            var invalid1 = new List <KeyValuePair <int, int> >();
                            var border2  = new List <Tuple <Vector2, Vector3> >();
                            var invalid2 = new List <KeyValuePair <int, int> >();
                            foreach (var vert in dict)
                            {
                                var vpos = verts[vert.Value].Position;
                                var dist = Math.Abs(vpos.X);
                                if (dist > clip)
                                {
                                    if (vpos.X > 0)
                                    {
                                        invalid1.Add(vert);
                                    }
                                    else
                                    {
                                        invalid2.Add(vert);
                                    }
                                }
                                else if (dist > (clip - bWidth))
                                {
                                    if (vpos.X > 0)
                                    {
                                        border1.Add(new Tuple <Vector2, Vector3>(new Vector2(vert.Key % w, vert.Key / w), vpos));
                                    }
                                    else
                                    {
                                        border2.Add(new Tuple <Vector2, Vector3>(new Vector2(vert.Key % w, vert.Key / w), vpos));
                                    }
                                }
                            }

                            var edge = 0.498f + 0.001f * (rotation % 2);

                            if (border1.Count > 0)
                            {
                                foreach (var vert in invalid1)
                                {
                                    var vstr    = verts[vert.Value];
                                    var pos2d   = new Vector2(vert.Key % w, vert.Key / w);
                                    var vpos    = vstr.Position;
                                    var closest = border1.OrderBy(x => Vector2.DistanceSquared(x.Item1, pos2d)).First();

                                    vpos.X = closest.Item2.X + Vector2.Distance(closest.Item1, pos2d) / 71.55f;
                                    if (vpos.X > 0.5f)
                                    {
                                        vpos.X = edge;
                                    }
                                    else
                                    {
                                        vpos.Y = closest.Item2.Y;
                                        vpos.Z = closest.Item2.Z;
                                    }

                                    vstr.Position     = vpos;
                                    verts[vert.Value] = vstr;
                                }
                            }

                            if (border2.Count > 0)
                            {
                                foreach (var vert in invalid2)
                                {
                                    var vstr    = verts[vert.Value];
                                    var pos2d   = new Vector2(vert.Key % w, vert.Key / w);
                                    var vpos    = vstr.Position;
                                    var closest = border2.OrderBy(x => Vector2.DistanceSquared(x.Item1, pos2d)).First();

                                    vpos.X = closest.Item2.X - Vector2.Distance(closest.Item1, pos2d) / 71.55f;
                                    if (vpos.X < -0.5f)
                                    {
                                        vpos.X = -edge;
                                    }
                                    else
                                    {
                                        vpos.Y = closest.Item2.Y;
                                        vpos.Z = closest.Item2.Z;
                                    }

                                    vstr.Position     = vpos;
                                    verts[vert.Value] = vstr;
                                }
                            }
                        }


                        lock (BoundPts) BoundPts.AddRange(boundPts);
                        var useSimplification = config.Simplify;

                        if (useSimplification)
                        {
                            var simple      = new Simplify();
                            simple.vertices = verts.Select(x => new MSVertex()
                            {
                                p = x.Position, t = x.TextureCoordinate
                            }).ToList();
                            for (int t = 0; t < indices.Count; t += 3)
                            {
                                simple.triangles.Add(new MSTriangle()
                                {
                                    v = new int[] { indices[t], indices[t + 1], indices[t + 2] }
                                });
                            }
                            simple.simplify_mesh(simple.triangles.Count / triDivisor, agressiveness: aggressiveness, iterations: iterations);

                            verts = simple.vertices.Select(x =>
                            {
                                var iv = Vector3.Transform(x.p, inv);
                                //DGRP3DVert
                                return(new VertexPositionTexture(x.p,
                                                                 new Vector2(
                                                                     (sprite.Flip) ? (1 - ((iv.X - pos.X + 0.5f) / w)) : ((iv.X - pos.X + 0.5f) / w),
                                                                     (iv.Y - pos.Y + 0.5f) / h)));
                            }
                                                           ).ToList();
                            indices.Clear();
                            foreach (var t in simple.triangles)
                            {
                                indices.Add(t.v[0]);
                                indices.Add(t.v[1]);
                                indices.Add(t.v[2]);
                            }

                            GameThread.NextUpdate(x =>
                            {
                                if (geom.SVerts == null)
                                {
                                    geom.SVerts   = new List <DGRP3DVert>();
                                    geom.SIndices = new List <int>();
                                }

                                var bID = geom.SVerts.Count;
                                foreach (var id in indices)
                                {
                                    geom.SIndices.Add(id + bID);
                                }
                                var verts2 = verts.Select(v => new DGRP3DVert(v.Position, Vector3.Zero, v.TextureCoordinate)).ToList();
                                DGRP3DVert.GenerateNormals(!sprite.Flip, verts2, indices);
                                geom.SVerts.AddRange(verts2);

                                lock (this)
                                {
                                    if (++CompletedCount == TotalSprites)
                                    {
                                        Complete(gd);
                                    }
                                }
                            });
                        }
                        else
                        {
                            GameThread.NextUpdate(x =>
                            {
                                if (geom.SVerts == null)
                                {
                                    geom.SVerts   = new List <DGRP3DVert>();
                                    geom.SIndices = new List <int>();
                                }

                                var baseID = geom.SVerts.Count;
                                foreach (var id in indices)
                                {
                                    geom.SIndices.Add(id + baseID);
                                }
                                var verts2 = verts.Select(v => new DGRP3DVert(v.Position, Vector3.Zero, v.TextureCoordinate)).ToList();
                                DGRP3DVert.GenerateNormals(!sprite.Flip, verts2, indices);
                                geom.SVerts.AddRange(verts2);
                                lock (this)
                                {
                                    if (++CompletedCount == TotalSprites)
                                    {
                                        Complete(gd);
                                    }
                                }
                            });
                        }
                    });
                }
            }
            TotalSprites = totalSpr;
        }